Re: [hlds] hl2dm server: log files

2005-07-17 Thread Steve Dalberg

Mapchange probably

iceflatline wrote:


m0gely,

for some strange reason it started appending files, not sure why. But
thanks for your help on this...

m0gely wrote:


[EMAIL PROTECTED] wrote:


Thanks m0gely, I have that set, however, I'm still getting mulitple
log files. Any other suggestions?




hmm, did you restart the server after?  Do "cvarlist sv_log" in your
console to see all the options available.

--
- m0gely
http://quake2.telestream.com/
Q2 | Q3A | Counter-strike

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Re: [hlds] Re: sv_unlag and Ping

2005-07-16 Thread Steve Dalberg

I'll second what Clayton says...  100b/s is 1Mbps

Clayton Macleod wrote:


sorry, but you're wrong. 1Mbps in terms of *network communication* is
always 1,000,000 bits, just like 1Kbps is always 1,000 bits.

On 7/16/05, James Tucker <[EMAIL PROTECTED]> wrote:



Sorry, but I just want to verify, you do know those byte values are
wrong don't you?

1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits.

Gb->Mb->Kb always factors of 1024 different.
There are 8 bits in a byte.

1Mbps (bits per second, the standard measurement for most
telcommunications speeds)

1Mbps is capable of sending 1024kbps, which is 1048576 bits per second.
128k is actually 131072 bits per second
16k is 16384 bits per second.

Rounded values are however good as they leave some space for
oversubscription / link control / protocol overhead.

Yeah, I couldn't recommend running a server on 16kbps up.





--
Clayton Macleod

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Re: [hlds] Problems after update

2005-07-09 Thread Steve Dalberg

agreed, I dropped updaterate and cmd rate and choke dropped, but bullet
registration was horrible...

Morten Trydal wrote:


normally yeah.but me and other could run with cl_updaterate of 70-100
without choke before the update. Now i need to drop it to less than
40, and
the bullet reg is worse now.

Morten
- Original Message -
From: "dexion" <[EMAIL PROTECTED]>
To: 
Sent: Friday, July 08, 2005 3:44 AM
Subject: RE: [hlds] Problems after update



isnt choke a client side setting too high?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Morten Trydal
Sent: Thursday, July 07, 2005 9:15 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Problems after update


have a tickrate 100 public server, which feels like a tickrate 33 after
the
update

the new update gives insane amounts of choke compared to before the
update
:(


- Original Message -
From: "Dexion" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, July 07, 2005 7:23 PM
Subject: Re: [hlds] Problems after update


I have some clients saying their servers now feel jittery. Other servers
on
the same box non-hl2 are fine.

Did the update turn somed default setting in the netcode on/off/up/down
that
was not set like that before?




-Original Message-
   From: "Z Teknology G-Mail"<[EMAIL PROTECTED]>
   Sent: 7/7/05 1:03:59 PM
   To: "hlds@list.valvesoftware.com"
   Subject: Re: [hlds] Problems after update

   I have been seeing these same problems...but also, shot registration
   seems different, the new models are about a foot too short...

   Zack

   [DinoBot]Sidmind wrote:

   >I have been noticing several issues after last nights
   >update. I can't put my finger on any one of them so I
   >will just list them and see if others notice the same
   >thing.  I have been checking the list and wonder why
   >more people have not said anything. so I guess I will
   >start.
   >
   >My computer at home is working fairly good, but my
   >kids computer is having the same problem as several
   >members in the clan.
   >
   >
   >1)  Users crash to desktop after connecting to the
   >server. No error is generated it just goes back to
   >desktop.. after "MANY" tries it eventually gets in the
   >server.
   >
   >2)  I noticed several people last night(two of which
   >played for several hours) then all of the sudden I
   >notice in the chat box that " disconnected due
   >to No steam logon"
   >so I checked the log files on the server and sure
   >enough, three people were booted for the same reason
   >in about a two minute period,, Two of which I know and
   >had been playing all night.
   >
   >3) FPS drops seem to be about 20 points lower.
   >
   >4) Pings seem to be about 20 points Higher.  my ping
   >on our server usually runs around 30-35  I have not
   >been able to get below 50 since the update.
   >
   >5) things seem a little chopier than normal, probably
   >related to items 3,4 on the list.
   >
   >Thanks Kevin
   >
   >Notes about servers:
   >
   >Dedicated server W3K, located in Dallas at co-location
   >facility
   >
   >two SRCDS servers running 1-18 man and 1-10 man.
   >CPU usage was around 60% with both servers full (Dual
   >1ghz p3's 1gb ram)
   >
   >and I did do a -verify_all on both servers several
   >times last night.
   >
   >
   >
   >
   >Sell on Yahoo! Auctions - no fees. Bid on great items.
   >http://auctions.yahoo.com/
   >
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   >
   >
   >



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Re: [hlds] Timed bans in HLDS

2005-07-08 Thread Steve Dalberg

If you want timed bans to persist, you must avoid restarting the
server...  I believe there might have also been an addon to a stats
program that would propagate timed bans.  Not sure about AMX though.

Sorry, I don't use 1.6 often, so can't help you much more than that.

[EMAIL PROTECTED] wrote:


Hi!

This is my first post to this list having only eavesdropped up until now,
so please bear with me if I go about it the wrong way.

I'm one of the admins of a small CS 1.6 (HL1) server park and for some
time we've been puzzled as to how certain time-banned players were able to
play on our servers before their respective bans expired and using the
same SteamID they used when getting banned.

Last night I finally decided to try to have a look at what's going on and
I noticed that only permanent bans are listed in the banned.cfg file. None
of the timed bans were present. I've checked our server logs and all bans
are executed as they should be (we're using "banid   kick;
writeid".) Now, the only logical conclusion I have for the missing
presence of any timed bans is that they are stored in memory and
automagically disappear, when the server is restarted. But on the other
hand, that sounds a bit fantastic, since that would mean that nothing but
permanent bans are enforced reliably then. I simply cannot believe this is
so. Please help me out! Any info is appreciated!

Thanks in advance
Marc
Tele2GAMING admin





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Re: [hlds] changelog

2005-07-07 Thread Steve Dalberg

I'm very grateful to have someone else say this... I played a little
last night, but I had a "work" dinner, so was a little tipsy, but
started playing and I was "Why is everyone short?, I'm not THAT drunk!!!"

Clayton Macleod wrote:


wonder why they never mentioned the player model scaling change in the
changelog? Now player models are all out of proportion with every
single map out there. Funny that Valve would choose to change the
player model scaling rather than raising the 1st person point of view
origin to the correct height. Now everybody's about four and a half
feet tall.

--
Clayton Macleod

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Re: [hlds] Re: sv_unlag and Ping

2005-06-26 Thread Steve Dalberg

Would turning sv_unlag down to the highest acceptable limit on our
server keep people from using interpolate to have hitboxes lag behind
models?  We usually accept a 125ms-140ms ping, and start kicking at
higher than that... (mainly as a way for the regs to get in).  So should
we set sv_unlag to 0.140?

Thanks,
Steve


iceflatline wrote:


well, obviously...

Clayton Macleod wrote:


well, obviously, sv_unlag is what turns on the compensation for
clients' latency. It's what makes it so you don't have to lead your
shots in front of the model you see, so you can actually aim at the
model as if you had no latency at all. Turning it off just brings you
back to the quake 1 days when there was nothing done to compensate for
latency at all. The only situation where you might consider turning
this off is on a LAN, but even then it makes no sense to turn it off,
really.

On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote:



i agree. i run hl and tfc servers (iceflatline.homeip.net) with that
cvar enabled and it does seem to help clients with latency issues.





--
Clayton Macleod

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Re: [hlds] Vac2 Beta Lag Spikes

2005-06-22 Thread Steve Dalberg

There isn't much going on with the server side of VAC (ie cheat
detection done by client side, etc), so it really shouldn't lag UNLESS
you are really close to your max bandwidth, and in that case you might
drop a COUPLE of packets, but nothing that should cause a noticable
lag...  I can imagine it might take a little longer at round start, but
I still think it would only be <1sec...

our memory/proc usage didn't change at all when we started the VAC beta,
and hasn't trended up either...

Steve(aka Mudboy)
http://www.the-space.net



Jim wrote:


none on my side at all... the only spikes I see is custom maps
downloading... and that is soon to move to a web site...


- Original Message -
From: "Zachary Doherty" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, June 21, 2005 1:43 PM
Subject: Re: [hlds] Vac2 Beta Lag Spikes



I dunno, I get it on my server a lot, I have no clue why, it happens
when 4 ppl are shooting at the same time too(I run a tracers plugin)

On 6/20/05, slayer usa <[EMAIL PROTECTED]> wrote:


Anyone else noticing lag spikes on server when players connect? This
has
started happening since vac2 beta was activated.

Server is 100 tic. 20 player. Hosted by clanservers.com

Does server ticrate affect vac2 performance?

Also is the beta diong any kind of cheat logging, detection.

Or just testing connectivity?

Thanks
Slayer



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--
Sincerely,
Zachary Doherty

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Re: [hlds] Status of VAC2 Beta

2005-06-13 Thread Steve Dalberg

The "VAC2 Beta" refers to the servers enabling VAC2.  The servers don't
do the cheat detection, so that testing is completely independant, and I
believe has been going on since march/april.

Steve (aka Mudboy)
The-Space.net

Jonathan wrote:


Apologies if I've somehow missed this in an earlier message from someone
else (or Alfred, even), but the last I knew of VAC2, it was still in
connectivity testing.  This was several weeks, I believe, before the
recent update that seems to have expanded the beta to 1.6.

So, where exactly are we with the beta test?  Still connectivity, or
have we moved along to cheat detection testing?

Just curious to see how it's progressing.

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